Archetypes & Project Mastery.
An archetype is the safe starting shape of a collection. Project Mastery is how you grow past it — capabilities you unlock once, for your whole project, as its Toko Reputation grows.
Two ideas work together. An archetype picks sensible defaults for the kind of thing you're making, so a new collection starts in a safe envelope. Project Mastery is the growth path: a capability tree you unlock over time, owned by your project rather than a single collection or a personal account.
Archetypes — your starting envelope
When you create a collection you choose an archetype. It sets the starting limits — supply shape, editions per item, and which rules are on by default — so you don't have to configure everything from a blank page.
Growth is upward-only: an archetype sets where you start, and unlocks raise the ceiling. Nothing you unlock can shrink a collection's promises after it's Live — it only ever adds headroom.
Project Mastery — the capability tree
Mastery lives on the project — not on one collection, and not on a personal account — so an unlock applies across all the project's collections. (Project-level on purpose: a team shares one standing, and a maxed-out account can't be sold to dodge fees.) Five branches, each with an end goal:
Reputation is earned, then applied
Reputation is a cumulative score that only ever rises — it never drops like a wallet balance. But it isn't free to use: each unlock applies (commits) a set amount, so your uncommitted reputation decides what you can unlock next. Commit to one capability and you'll need to earn more to reach the next. Unlocks live on the project, so any of its admins can use them across all its collections — lose project admin access and you lose them. A project applies reputation to two things:
- Permanent skill unlocks — the branches above. Unlocked once, they stay.
- Repeatable purchases — consumable, time-boxed boosts like a Launchpad hero slot for a week or a marketplace spotlight. They expire and can be re-bought; buying one never touches a skill you've unlocked.
How you unlock — Toko Reputation
A project's Toko Reputation is the $TOKO it has burned. A capability unlocks when the project has enough uncommitted reputation to cover its cost — bigger capabilities ask for more, and each unlock commits its cost so the next one needs more earned. Reputation grows two ways:
- Earned from claims (automatic). Every vendor routes a minimum 1% of each claim price to a Toko-owned account, which converts it to $TOKO and burns it — credited to the project's Reputation. The more you ship and sell, the more you unlock. (Set the share higher than 1% to advance faster.)
- Bought (supplement). Anyone can burn $TOKO from a wallet toward the project. It's tracked as a separate entry, so earned vs bought is always visible.
Reputation ties a project's reach to real activity — every sale burns a little $TOKO and advances it — rather than to how much anyone can temporarily lock up. You never need to buy $TOKO to grow; an active project earns its way up, and the project overview's Burn / Reputation tab shows the running total (earned vs bought, per vendor or over time).
How the two fit together
Pick an archetype for a safe, correct start. As your project is used, every claim burns a little $TOKO and your Toko Reputation grows; reach the threshold to unlock the branches you need — bigger supply, the rarer tiers, claim restrictions and rewards, soulbound/gift-only sale states, or crafting mechanics. The archetype keeps each new collection sane; Mastery decides how far it can go.
Related: Rarity (the tier ladder) · Vendors & revenue (collection defaults) · The Marketplace (sale rules).